Grell are hovering, oval-shaped creatures with lots of tentacles. They come from the Far Realms, and they eat people.

Combat

A grell likes to attack from above, using its reach to avoid most melee attackers. It will usually weaken its enemies with poison, and then try to grab an unconscious or paralyzed victim and fly away with it. In most cases, a group of grell will retreat once they have recovered half as many dinners as there are grell in the group.

Poison (Ex): If it hits with a tentacle or grab attack, a grell injects its prey with a paralytic venom. The victim must succeed at a fortitude save (DC 14) or take 4 points of dexterity damage. Lost dexterity is recovered after one minute of rest. The save DC is constitution based.

Blur of Tendrils (Ex): The grell flings its individual tentacles in every direction, instead of focusing them on a single target. The grell makes a single attack roll (+6) against everyone within ten feet. Those who are hit take 1d4 damage and are subjected to the grell's poison. This ability recovers on a recharge role of 5 or 6.

Improved Grab (Ex): If it hits a Medium or smaller creature with a grab attack, a grell can try to start a grapple as a free action without provoking attacks of opportunity. Every round that the hold is maintained, the victim takes 1d4 damage and must save against the grell's poison.

Some of the more intelligent grell study a strange sort of magic. These "philosophers" are the elite of grell society, and provide magical weaponry and healing for their fellows.

Combat

Grell Philosophers hang back behind their lessers, using deadly ranged attacks and strange magic to wreak havoc on the prey. They like to hover about ten feet above the lesser grell, so they can heal them at a moment's notice.

Poison (Ex): If it hits with a tentacle rake, a grell injects its prey with a paralytic venom. The victim must succeed at a fortitude save (DC 13) or take 4 points of dexterity damage. Lost dexterity is recovered after one minute of rest. The save DC is constitution based.

Lightning Beam (Su): A grell can fire a ray of electricity from its lightning rod as a ranged touch attack (+5 to hit, range increment 40). The beam deals 2d8 points of lightning damage, and requires its victim to succeed at a fortitude save (DC 16) or be blinded for one round. This attack recovers on a recharge roll of 1, 2 or 3. The save DC is intelligence based.

Harmful Acceleration (Su): A single creature within 60 feet must succeed at a fortitude save (DC 16) or experience a moment of hypermetabolism. The victim is hasted for one round, but exhausted for the rest of the encounter. The effects of this attack are non-cumulative. This power recovers on a recharge role of 1, 2 or 3. The save DC is intelligence based.

Aggressive Surge (Su): A single creature within 60 feet must succeed at a will save (DC 16) or be compelled to attack the nearest creature on its next turn. The affected creature will only spend one standard or move action in pursuit of this objective; if the fighter has his sword out and there's no one adjacent, he'll either move toward the nearest creature, or pull out a ranged weapon, before coming out of it (let's hope he didn't take Quick Draw :D). This ability recovers on a recharge roll of 5 or 6. The save DC is intelligence based.

Augmented Healing (Su): Once per day, a grell philosopher can, with a touch, restore 10 hp to one creature.

The oldest and strongest philosopher in the cluster rises to dominance over the other grell. Since grell continue to grow as they age, the wizened patriarch is at least the size of a warhorse.

Combat

The patriarch only shows himself when his inner sanctum has been violated. He uses a combination of magic and melee to decimate large numbers of intruders at a time.

Poison (Ex): If it hits with a tentacle rake, a patriarch injects its prey with a paralytic venom. The victim must succeed at a fortitude save (DC 15) or take 4 points of dexterity damage. Lost dexterity is recovered after one minute of rest. The save DC is constitution based.

Lightning Beam (Su): A patriarch can fire two rays of electricity from its lightning rods as a ranged touch attack (+3 to hit, range increment 40). Each beam deals 2d8 points of lightning damage, and requires its victim to succeed at a fortitude save (DC 16) or be blinded for one round. This attack recovers on a recharge roll of 1, 2 or 3. The save DC is intelligence based.

Beamstorm (Su): The patriarch can choose to overload its lightning lances, firing four beams in a single round. This renders them inoperable for one hour (though they retain their +1 enhancement bonus as melee weapons).

Infectious Rage (Su): A single creature within 60 feet must succeed at a will save (DC 18) or be compelled to attack the nearest creature on its next turn. The affected creature will only spend one standard or move action in pursuit of this objective. If it hits, the creature it strikes must also save (DC 18) or be compelled to attack the nearest creature. This vicious cycle continues until someone saves, fails to hit another victim, or the encounter ends. This ability is usable once per encounter. The save DC is intelligence based.

ATP Detonation (Su): A grell patriarch can cause all living creatures in a ten foot radius burst (range 60) to overload their mitochondria by breaking too many ATP molecules at once. All living creatures within the area must succeed at a fortitude save (DC 16) or take 2d6 damage and be nauseated for one round. This ability recharges on a roll of 5 or 6. The save DC is intelligence based.

Improved Grab (Ex): If it hits a Medium or smaller creature with a grab attack, a patriarch can try to start a grapple as a free action without provoking attacks of opportunity. If it gets a hold, it lifts the victim off the ground and pulls it toward itself. Each round the hold is maintained, it can either constrict the victim (dealing 1d4+5 damage per round and poison) or use Toss.

Toss (Ex): The patriarch can throw a held creature for twenty feet. The victim takes 2d6 damage, and is knocked prone.

Mind Over Matter (Ex): A patriarch can sacrifice a move action to instead use one of its supernatural abilities.

Patriarch Tactics:

A grell patriarch tries to hover just beyond reach, so he can shower his prey with magical and melee attacks with impunity. He tries to incapacitate ranged specialists (archers, wizards, etc) or fighters with reach weapons first, as they have the most potential to hurt him.

Round 1: If the PC's are too close for comfort, slash at two of them with the tentacles and hover twenty feet backward and up. If already at a comfortable distance, fire Lightning Beams at two most threatening-looking PC's, and use Mind over Matter to cast Infectious Rage on the most heavily armored PC in the same round.

Round 2: If it can, fire lightning beams. A few PC's should enter its reach by this point. Unless they have reach weapons, they'll provoke an attack of opportunity, which the grell will use a tentacle attack for. Float to a safer position if possible.

Round 3: If in range, try to grab the most weakened or vulnerable PC, and follow it up with an ATP Ignition to cover your retreat (using Mind over Matter to do both). If not in reach, move toward most isolated PC and stab him twice with the lightning rods (or use tentacles, if you prefer).

Round 4: If you've grabbed someone, hover as far from the others you can and then throw your victim against the wall. If not, use whatever combination of spells or melee attacks works best.

Round N: If they're still giving you trouble, use Beamstorm and another multi-target attack. Keep repeating steps 2-4 until the battle ends.

The lowest and cheapest to produce, slag horrors are the foragers and laborers of the hive.

Combat

Slag horrors fight only when cornered, using their numbers to try and pin the enemy to the ground and tear them apart. If at all possible, they will flee behind their stronger brethren.

Tackle (Ex): If three or more slag horrors hit the same target at once, they can attempt to start a grapple as a free action without provoking attacks of opportunity. Although each individual horror has a grapple bonus of -2, each additional horror adds +3 to their group grapple roll (for example, three of them would be able to make a single, combined grapple check at +4).

Carrying Capacity (Ex): Using its internal cavity, a slag horror can transport up to twenty pounds worth of small objects or materials. Sometimes, slag horrors are used to carry ammunition for the stronger horrors; they can hold up to four clips of pressure dart or shuriken ammo.

Hive Mind (Ex): All clockwork horrors within fifty miles of one another are in constant telepathic communication.

Like all clockwork horrors, irons do best when swarming, trying to keep an ally on each flank at all times. When they cannot reach an enemy with their blades, they fire synchronized volleys of crossbow-like darts.

Phalynx Fighting (Ex): An iron horror can grant a +1 armor bonus to all other iron horrors standing adjacent to it, provided it does not move during that turn. This ability does not stack.

Hive Mind (Ex): All clockwork horrors within fifty miles of one another are in constant telepathic communication.

Lead horrors are the engineers and architects of the clockwork hive. They are responsible for creating more clockwork horrors, and sometimes hang behind the front line to repair those who are damaged. They are usually paired with a nickel horror and a squad of iron horrors.

Combat

Leads are not meant to fight. Rather, they can enhance and repair other horrors. They prefer to hang back behind a line of iron horrors, energizing and repairing wherever needed.

Energize (Su): By touching another clockwork horror, a lead horror can give it a temporary power boost. The recipient receives a +2 bonus to the next d20 roll it makes (assuming it makes one) within the next round. If it doesn't make any rolls in that time, the boost is lost. It cannot use this ability on itself.

Restore (Su): By touching another clockwork horror and succeeding at a Profession (engineer) check, a lead horror can dispell any harmful magical effects that are afflicting said horror. The skill check is DC 10+spell level+caster level.

Repair (Ex): As a full round action, a lead horror can heal a nearby construct by 5 hit points. To do this, it must succeed at a Profession (engineer) check (DC 14). It cannot use this ability on itself.

Hive Mind (Ex): All clockwork horrors within fifty miles of one another are in constant telepathic communication.

Nickel horrors are sergeants, who are responsible for organizing teams of iron horrors in battle. They are clever tacticians, and are often accomponied by a lead horror to provide maintanence.

Combat

Although a powerful warrior on its own, the nickel horror does best when shifting around through a swarm of iron horrors, moving the injured ones to the back, the undamaged ones to the front, and emerging from the throng to take a swing itself when it can do so without getting hit. Their ability to scamper across the backs of other horrors makes them very difficult to corner.

Scuttle (Ex): A nickle horror can scuttle over the backs of other clockwork horrors at half its listed movement speed. It cannot do anything but move or stand still while on their backs.

Shift (Ex): As an immediate action, the nickle horror can command three iron horrors (along with itself) to quickly shift five feet. The horror decides which square everyone squeezes into. This does not provoke attacks of opportunity. This ability recharges on a roll of 4, 5 or 6.

Hive Mind (Ex): All clockwork horrors within fifty miles of one another are in constant telepathic communication.

Some grunts are lucky enough to be given a bow instead of a mace. Snipers tend to live longer due to the greater distance between them and the enemy.

Combat

Snipers like to hang back, sneak around to a different angle, and suddenly shoot with Sudden Strike. They relocate frequently, re-emerging from cover to sneak attack again. Sometimes, they accompony wolfriders, shooting from wolfback.

Dodgy (Ex): Goblins are notoriously difficult to flank. When a goblin is flanked, only one of its attackers receives the +2 bonus to hit (the goblin chooses which one). Rogues can still sneak attack a flanked goblin even if they aren't getting the other advantages.

More experienced and well trained goblin warriors ride goblinhounds (a large strain of wolf) into battle. They give orders to grunts and snipers.

Combat

Wolfriders prefer hit and run attacks, leaving their foes tripped, injured, and vulnerable to the attacks of goblin infantry. Sometimes, a sniper will ride behind them to add ranged damage.

Dodgy (Ex): Goblins are notoriously difficult to flank. When a goblin is flanked, only one of its attackers receives the +2 bonus to hit (the goblin chooses which one). Rogues can still sneak attack a flanked goblin even if they aren't getting the other advantages.

Strafe (Ex): A wolfrider can make its attack at any point along a move. Its goblinhound mount can do this as well, but only when being ridden by a Wolfrider.

Well trained and bred for loyalty and fierceness, goblinhounds are capable mounts who can do almost as much damage to the enemy as their riders.

Extra Passenger (Ex): In addition to a wolfrider, the mighty goblinhound can carry another, lightly equipped passenger on its back with no loss of speed. Typically, a goblin sniper will sit behind the wolfrider and shoot at enemies as they ride past. The passenger can leap off the wolf's back as a move action at any point; goblins are nimble enough to leap from a running wolf without falling over.

Mountain orcs are savage, primitive humanoids that sometimes raid other races for supplies or treasure.

Combat

Being individually stronger than the warriors of most other races, mountain orcs are good at minimizing their own casualties. They will study their target carefully, attacking at the best moment and withdrawing as soon as they have what they want. Although not intelligent, per se, orcs have a knack for these types of tactics.

Pain Rage (Ex): Once per encounter, when reduced to less than half its hit points, an orc can grant itself a +3 attack and damage bonus to its next attack roll. This must be done on the orc's first turn after being bloodied, or the opportunity is lost.

These orcs are leaders and organizers of their kin, planning and executing the hunt. Raid leaders are chosen on account of their (relatively) high intelligence and leadership ability.

Combat

Though still easily a match for the typical human or dwarven militiaman, raid leaders are not as powerful in melee as their fellows; their main contribution is to boost the fighting spirit and organize the tactics of the other orcs, but they still swing their axes just as often.

Warcall (Ex): As a swift action, a raid leader can shout an echoing warcry, boosting the morale of nearby orcish warriors. All friendly mountain orcs within twenty feet receive a +2 bonus to attack roles until the end of the raid leader's next turn. This ability recharges on a roll of 4, 5, or 6.

Deathcall (Ex): Once per encounter, as a swift action, a raid leader can call for his party to retreat. All friendly mountain orcs within twenty feet can make a move action as an immediate action, and gain a +4 bonus to armor class versus attacks of opportunity as they do so (does not stack with Mobility).

Team Pain Rage (Ex): Once per encounter, when reduced to less than half its hit points, an orc raid leader can grant itself a +3 attack and damage bonus to its next attack roll, and grant a similar bonus to the next attack rolls of any friendly orcs within twenty feet. This must be done on the orc's first turn after the raid leader is bloodied, or the opportunity is lost.

Surprisingly, most mountain orc spiritualists are more like warlocks than clerics or druids; they gain their power by bullying and intimidating the spirits of the natural world into obeying them. Their power over the quasi-real is what allows them to see invisible and ethereal creatures.

Combat

Orc shamans are very mobile, and have a number of powerful, short-ranged attacks at their disposal. They use Beast's Ascent to jump around the battlefield to get to strategic positions, using their claws and attack spells whenever they land. After a hard battle, the shaman will likely use Cloud's Plunder to heal himself and his allies.

Sky's Fury (Sp): Lightning strikes the shaman, harming everyone within five feet besides him. All who stand adjascent to him take 4d6 damage and become dazed for one round. A reflex save (DC 17) halves the damage and eliminates the dazing effect. Furthermore, everyone within thirty feet is deafened for one round, no save. This ability recharges on a roll of 5 or 6. The save DC is charisma based.

Earth's Hunger (Sp): One target within ten feet of the shaman must succeed at a reflex save (DC 19), or be pounded by a jutting column of rock from beneath his feet. The target takes 2d6+4 damage and is pushed back one square. This ability recharges on a roll of 4, 5, or 6. The save DC is charisma based.

Beast's Ascent (Su): As a move action, the shaman grows birdlike wings and immediately rises ten feet into the air, without provoking attacks of opportunity. The shaman can fly for up to thirty feet in a straight line, at the end of which he either drops to the ground, or spends a standard action to keep flying. If he has a standard action left (which he should if he landed, unless he used it before taking off), he can spend it now. This ability recharges on a roll of 1, 2, or 3.

Once per encounter, the shaman can conjoin this ability with Earth's Hunger; when he lands, he can spend a full round action to shoot, meteor-like, to the ground, dealing 2d6+4 damage to everyone within five feet unless they succeed at a reflex save (DC 19). This expends a charge of Earth's Hunger as well as Beast's Ascent.

Cloud's Plunder (Sp): Rain begins to fall within a thirty foot radius of the shaman. Everyone in the area takes two points of positive energy damage per round. The rain continues for as long as the shaman holds still and concentrates, up to a maximum of ten rounds. Creatures suffering from poison or disease can make another save against their condition at the end of ten consecutive rounds of exposure, and receive a +2 bonus to their saves. This ability is usable once per day.

Pain Rage (Ex): Once per encounter, when reduced to less than half its hit points, an orc can grant itself a +3 attack and damage bonus to its next attack roll. This must be done on the orc's first turn after being bloodied, or the opportunity is lost.

But if this is what 4e will be like, I think I've been sold on staying with 3e.

It isn't.

This is an experimental hybrid of third and fourth edition rules, combined with a great deal of houseruling. For example, I don't really care if a monster's attack bonus is proportionate to its strength score or hit dice or whatever. In fourth edition, monsters are still built around statistical conventions. With these guys, I'm throwing that to the wind.

What don't you like about these stats? I'd like to make them better if at all possible, or at least to know why my experiment isn't working.

This is an experimental hybrid of third and fourth edition rules, combined with a great deal of houseruling. For example, I don't really care if a monster's attack bonus is proportionate to its strength score or hit dice or whatever. In fourth edition, monsters are still built around statistical conventions. With these guys, I'm throwing that to the wind.

What don't you like about these stats? I'd like to make them better if at all possible, or at least to know why my experiment isn't working.

What don't I like? The simple fact that a monster's attack bonus is not died to its hit dice or strength score, the fact that you have no HD listed for any purposes at all. This is more of an MMO monster than a D&D monster stat block - no rhythm or reason except where it might "be cool" to have some effect.

It makes it very difficult to accurately gauge CR, almost impossible to advance in any meaningful way, and harder to run when it takes negative level damage.

All-in-all, these monsters would be much harder to run in a spellcasting-heavy game, and equal with the current ("old") monster statblock. So there's not much reason for it.

Still, I applaud your efforts. However, to remove the conventions on which the entire D&D system is based (HD, ability modifiers) just doesn't work.

What don't I like? The simple fact that a monster's attack bonus is not died to its hit dice or strength score, the fact that you have no HD listed for any purposes at all. This is more of an MMO monster than a D&D monster stat block - no rhythm or reason except where it might "be cool" to have some effect.

It makes it very difficult to accurately gauge CR, almost impossible to advance in any meaningful way, and harder to run when it takes negative level damage.

All-in-all, these monsters would be much harder to run in a spellcasting-heavy game, and equal with the current ("old") monster statblock. So there's not much reason for it.

Still, I applaud your efforts. However, to remove the conventions on which the entire D&D system is based (HD, ability modifiers) just doesn't work.

Ah. That's all me; fourth edition has nothing to do with that part. 4E still has hit dice and levels and stuff.

I always houserule energy drain into constitution drain in my games, and turn undead is a will save, which is why hit dice don't really matter. When I need to, I can just use the creature's CR as a stand in for hit dice (for example, when determining how many hp it loses from con drain).

The reason I'm doing this is because its sometimes hard to get a monster that fits the party's capabilities. For example, in Lords of Madness, a grell philosopher should be able to smoke a sixth to eighth level party, which makes it kind of difficult to use it as a boss for the grell lair. I could try lowering its hit dice, but then it dies too easily. In this new system (or lack thereof), I can make sure its attacks aren't overwhelming for the PC's while still giving it enough staying power to make the fight long and grueling.

These malicious fey prowl the forests during the winter. They delight in causing travellers to get lost in the forest, so that they may spend days or weaks hunting and slowly killing them.

Combat

Extremely mobile, slaughterjacks prefer to dart out of the trees, attack or use their fright ability, and then dart back behind the vegetation. They will do this several times throughout the hunt, slowly damaging the prey more and more.

Fright (Su): Once per encounter, a slaughterjack can cause one creature that meets its gaze within thirty feet to become panicked for one round. A will save (DC 16) negates this ability. The save DC is charisma based.

Mangle (Ex): A slaughterjack can, when least expected, take a double move action and full attack in the same round. The full attack can be made at any point along either move; the creature can even use each individual attack at different points along the move. This ability recharges on a role of 5 or 6.

Sneak Attack: A slaughterjack sneak attacks as a rogue, dealing 2d6 bonus damage when it does so. Not much more to say about this.

These fiends lead small groups of slaughterjacks on their sadistic hunts. They have been known to partially heal their incapacitated prey, so that the hunt may continue for longer.

Combat

Murderjacks have many abilities that synchronize well with those of the lesser slaughterjacks, especially doom gaze and entangle. They use similar tactics, but focus more on battlefield control and less on stealth.

Doom Gaze (Su): Anyone who looks upon a murderjack from within thirty feet must succeed at a will save (DC 17) or be affected with a bane spell for the rest of the encounter. Anyone who saves against this ability cannot be affected by it again for the rest of the encounter. The save DC is charisma based.

The murderjack can also use this ability via its pipe music, affecting anyone who can hear it. This requires a Perform check (DC 17) on the murderjack's part. A person who has saved against the gaze effect must still save if exposed to the music during the same encounter, and vice versa.

Skirmish (Ex): If it attacks while on the move, a murderjack deals an extra 2d6 damage per hit.

Mangle (Ex): A murderjack can, when least expected, take a double move action and full attack in the same round. The full attack can be made at any point along either move; the creature can even use each individual attack at different points along the move. This ability recharges on a role of 6.

Spell Like Abilities (Sp): 1/encounter-cure moderate wounds, entangle (DC 17). 1/day-tree step. The save DC's are charisma based, and are all treated as third level spells.

A terrible thing simply strides over crowds of smaller creatures, sucking them up through its feeding tubes like a cow grazing on clover. When faced with serious opposition, it uses its deadly tail and slam attacks. Every now and then, it will stop to shake some annoying parasites off of its body.

Massacre (Ex): A terrible thing's natural weapons are so large, they can strike multiple squares at once. Whenever the beast attacks, it makes a single attack roll against all creatures within a ten foot diameter burst. If it hits multiple creatures with an esophagus, it can use Improved Grab on all of them.

Colossus of Doom (Ex): A terrible thing is so enormous, that its body cannot be attacked from the ground by any creature of Huge or smaller size; it holds its torso one hundred feet above the ground. In order for a Huge or smaller creature to make melee attacks against the terrible thing, they must either have access to flight, or attack one of its legs. The monster has four legs, each foot covering a 20x20 ft. area somewhere within the monster's space. Remember that entering the monster's space makes one vulnerable to its esophogi.

External Esophagi (Ex): Two shorter limbs hang from the sides of a terrible thing's belly, each ending in a clawed, hungry mouth. The terrible thing can use these appendages to attack any creature three or more sizes smaller than it, and has a reach of 0 (the targets must be standing under the beast). These limbs can both attack even when the creature is moving or making a full attack; using them is a free action.

Improved Grab (Ex): If it hits with an esophagus, a terrible thing can attampt to start a grapple as a free action without provoking attacks of opportunity. If it gets a hold, it will attempt to swallow its prey whole. The beast can grapple up to 16 Small, 8 Medium, 4 Large, or 2 Huge creatures at once without penalty. If it gets a hold, it can swallow whole.

Swallow Whole (Ex): At the start of the terrible thing's turn, it can suck anything held in its esophagi up into its body. While inside, the victim takes 4d8 bludgeoning and 18 points of acid damage per round. Additionally, every round spent inside the terrible thing requires a fortitude save (DC 38) to avoid taking 2 wisdom damage from Seabed's Nectar overdose and becoming addicted.

Cutting one's way out of the belly of the horror requires that 100 damage be done to its stomach lining with a light slashing weapon (AC 24). This deals full damage to the terrible thing, but keep in mind that its fast healing will work to repair the stomach lining first. After the victim escapes, the wound heals shut.

A terrible thing's belly can hold up to 8 Huge, 32 Large, 128 Medium, or a nearly infinite number of smaller creatures at any given time.

Tail Sweep (Ex): As a standard action, a terrible thing can swing its tail, covering a 100 foot cone. All within this area must succeed at a reflex save (DC 49) or take 2d10+21 damage. Additionally, creatures that are smaller than the terrible thing (read; everything) are knocked prone, and those of Huge or smaller size are also sent flying 1d6x10 feet. This ability recharges on a roll of 6. The save DC is strength based.

Parasites (Ex): As a standard action, a terrible thing can dislodge 1d4+2 parasites from its body. These bloodsuckers fall to the ground, and immediately start looking for something else to eat. Being immune to falling damage, the parasites are unharmed by their long journey to the ground. This ability recharges on a roll of 1 or 2.

Crush (Ex): As an immediate action upon being reduced to half hit points, and once again upon death, a terrible thing slams its body into the ground, causing massive tremors and crushing anything beneath it. All creatures within 200 feet must succeed at a reflex save (DC 49) or be dazed. Those of Huge or smaller size are dazed and knocked prone. Additionally, any creature within five feet of the beast takes 50 damage (25 on a succesful save).

Seabed's Nectar (Ex): Ten rounds after its death, a terrible thing begins to decompose, releasing essence of Seabed's Nectar into the air. This biological mist spreads to cover everything within 100 feet of the monster's corpse, and acts as a nonmagical obscuring mist spell. The cloud lasts for one hour.

Anyone who breaths the mist must succeed at a fortitude save (DC 25) or be affected by the narcotic organism, becoming hasted for ten rounds after leaving the mist, and taking 2 points of wisdom damage. Those who spend more than one round per point of constitution within the mist, or who are exposed to the liquid material within the corpse, must succeed at a DC 38 save, and receive no benefits (only penalties). Additionally, after 24 hours, any affected creatures must succeed at a will save (DC 25) or become addicted, becoming sickened if they cannot find more of the organism each day.

If the beast dies in a cold (less than five degrees celsius) environment, the nectar takes root in the soil and begins to grow, eventually producing an alien ecosystem full of bizzare creatures.

These spider-like creatures are from the same alien ecology as the terrible thing, and suck its blood much like a flea or tick. Their mouths secrete an enzyme that lets them bypass the larger creature's damage reduction (as it has no acid resistance). If dislodged from their host, they will hunt for other food, including much smaller creatures.

Combat

Parasites are very fast and agile, and often use their ability to climb walls and ceilings to ambush their prey. If the prey is Medium or smaller, they will try to tackle it and land as many free bites as possible (if it is larger, they will either make normal bite attacks, or, in the case of collosal or larger creatures, try to mount and parasitize it without being noticed). If they encounter stiff resistance, they will retreat for a few hours and wait for the poison to take effect.

Evasion (Ex): Whenever allowed a reflex save to take half damage from an effect, the parasite takes no damage on a succesful save.

Brawler (Ex): A parasite takes no size penalties to grapple checks.

Poison (Ex): Bite. Fortitude save DC 14. Initially, the poison deals 2 points of constitution damage. Every hour thereafter, the poisoned one must repeat the save, losing another 2 constitution with every failure. Two consecutive successes means the poison has become inert. Those who die from this virulent poison die gruesomely. Creatures of collossal or larger size are immune to the venom. Save DC is constitution based.

Improved Grab (Ex): If it hits with a tackle attack, a parasite can try to start a grapple as a free action without provoking attacks of opportunity. Every round it maintains a hold, it automatically bites its opponent.

Seabed's Nectar (Ex): Up to three doses of Seabed's Nectar can be obtained from a dead parasite with a Craft (alchemy) check (DC 18). If it dies in an environment with temperatures below five degrees celsius, a patch of seabed's nectar algea takes root on that spot and begins growing.

Charge (Ex): A centaur deals maximum lance damage on a charge. If the enemy is Medium or smaller, it is knocked prone.

Strafe (Ex): The centaur defender can move freely within a single enemy's threatened space without provoking attacks of opportunity. This only works on one enemy at a time; the centaur must pick which one at the beginning of its turn. In order to strafe an enemy, the centaur must move at least fifteen feet adjascent to the enemy (such as by circling him) each round. The defender gains a +1 bonus to melee attack rolls, as well as the benefits of the Dodge, Spring Attack feats in regards to its strafed enemy.

Trample (Ex): If an enemy is prone, a centaur can move over him and trample him underfoot. If the victim fails a reflex save (DC 16), the centaur deals 2d6+4 damage to the trampled creature. Trampling is a free action that accompanies the centaur's movement. The save DC is strength based.

Mobile Archery (Ex): A centaur watchman can make ranged full attacks (meaning he can use Rapid Shot) even while moving. He can do this at any point during the move action, as per the Shot on the Run feat.

Trample (Ex): If an enemy is prone, a centaur can move over him and trample him underfoot. If the victim fails a reflex save (DC 15), the centaur deals 2d6+2 damage to the trampled creature. Trampling is a free action that accompanies the centaur's movement. The save DC is strength based.

Open Minds (Su): This ability effects all allies within a 10 foot radius burst with a range of 40 feet. The beneficiaries gain a +2 insight bonus to attack rolls and armor class for one round. This ability recharges on a roll of 1, 2, or 3.

Close Minds (Su): This ability effects all enemies within a 10 foot radius burst with a range of 40 feet. The victims suffer a -1 penalty to attack rolls and armor class for one round, no save. This ability recharges on a roll of 4, 5, or 6.

True Strike (Sp): The seer can cast true strike on either itself, or a single ally within forty feet. The next attack roll made by the beneficiary receives a +20 bonus to hit, as long as said roll is made within one round of casting. This ability recharges on a roll of 1.

Divination (Su): Three times per day, a seer can gain temporary omniscience over a small area. The area he scries on can be no larger than 400 square feet, and must be within ten miles. For one round, the seer can see and hear everything in that area, including invisible or ethereal creatures and objects.

Trample (Ex): If an enemy is prone, a centaur can move over him and trample him underfoot. If the victim fails a reflex save (DC 14), the centaur deals 2d6+2 damage to the trampled creature. Trampling is a free action that accompanies the centaur's movement. The save DC is strength based.

Breath Weapon (Su): A wyrmling can breath a cone of cold ten feet long. All within the area take 2d6 damage. A reflex save (DC 12) halves the damage. This ability recharges on a role of 4, 5, or 6. The save DC is constitution based.

Opportunist (Ex): When an opponent misses the dragon in melee, it can make an attack of opportunity against that enemy as an immediate action.

Advancement

Dragons continue to grow in size and power as they age, gaining new abilities with time and experience. Whenever a dragon advances four hit dice (meaning at 5 (Juvenile), 10 (Adolescent), 14 (young adult), 18 (mature adult), 22 (elder), and 26 (great wyrm) hit dice), it does the following:

-Grows by one size category (up to Titanic at great wyrm age)

-Gains 12 points to distribute among its ability scores (no more than 4 in one score per advancement). These are in addition to any ability modifications aquired by size increase or normal hit die progression.

-Increases natural armor by 1.

-Gains 2 new draconic powers.

Draconic Powers

Draconic powers are similar to feats in that they are purchased along talent trees, with some powers being required to gain access to others. Hatchlings start with Breath Weapon and one other power.

More powers will be added to this list as soon as I can think of them. Suggestions are welcomed.

BREATH WEAPON (breath)

The dragon gains an affinity for one energy type. It gains resistance (15+5 per age category) to that energy type, as well as the ability to project harmful blasts of it out of its mouth.

When the dragon takes this power, it must pick one energy type (fire, cold, lightning, acid, or sonic) and one breath pattern (line, cone, or burst). Lines are 20 ft. long per age category, and increase their width from 5 to 10 feet at Ancient. Cones are 10 feet long per age category. Bursts cover a five foot radius burst (increase to 10 ft. radius at Ancient), with a range of 30 feet per age category. The breath weapon deals 2d6 damage per age category, with a reflex save (DC 10+1/2 dragon's HD+con modifier) for half damage. The breath weapon recharges on a roll of 4, 5, or 6.

This power can be taken more than once. The dragon picks additional energy/pattern combinations, and gains resistance to another energy type (if it is the same energy type). No matter how many types of breath weapon a dragon has, they are part of the same ability, and thus use the same available energy in terms of recharge rolls; using any breath weapon depletes that energy, preventing the dragon from making any other breath attacks until it recharges.

OPPORTUNIST (combat)

The dragon can make an attack of opportunity against anyone who misses it with a melee attack as an immediate action.

GREAT FLIGHT (flight)

The dragon's flight speed increases to its land speed x3 (instead of the usual x2), and its maneuverability improves to good.

This power can be taken twice. The second time it is taken, the dragon's flight speed increases to land speed x4, and its maneuverability becomes perfect.

This power can be taken mutliple times. Each time it is taken, the dragon either gains another movement type, or accelerates an available movement type by 10 ft.

POISON (general)

Prerequisites: juvenile or older.

The dragon's bite gains a poison effect. Fortitude save equals 10+1/2 dragon's hit dice+con modifier. The poison deals one point of dexterity damage per age category.

TAIL SLAP (combat)

Prerequisites: Opportunist

When making attacks of opportunity, the dragon can opt to use its tail instead of a claw. This deals the same base damage as a claw, but adds 1.5x the dragon's strength modifier. Furthermore, creatures that are at least one size category smaller than the dragon must succeed at a reflex save (DC 10+1/2 hit dice+strength modifier) or be knocked prone. Creatures two or more sizes smaller who fail their saves are also knocked back five feet per age category.

STINGER (general)

Prerequisites: Tail Slap, Poison

The dragon's tail slaps increase their damage by one die type, and carry the dragon's poison.

BOMBING RUN (breath)

Prerequisites: Breath Weapon, Great Flight

The dragon's breath weapon becomes a swift action (rather than a standard action) while it is in flight.

BLAST (breath)

Prerequisites: Breath Weapon, Spell Resistance, young adult or older

Once per day, upon being reduced to less than half its hit points, the dragon emits a burst of energy for a radius of five feet per age category of itself. All within this radius must save against the dragon's breath weapon. Releasing the blast is an immediate reaction to being reduced to half its hit points.

Slime (Ex): If it hits with a slam attack, a lemure oozes a writhing, seemingly living slime onto the target. At the end of the round, said victim must succeed at a reflex save (14+1 per lemure that hit him that round) or be entangled for one round. While entangled, a character loses his dexterity bonus to armor class, and cannot move from that spot. The save DC is constitution based.

Amorpheous (Ex): Lemures are immune to critical hits, sneak attacks, and other forms of precision damage. They can ooze through spaces as small as a square foot across.

Bloodlust (Ex): If an enemy within reach of the barbazu takes damage, the barbazu can make an attack of opportunity against that target.

Hemmorhage (Su): If it hits with its beard, a barbazu forces its enemy to succeed at a fortitude save (DC 12) or take 5 extra damage, and then 5 more a round later. Health lost to hemmorhage is sufficient to trigger the Bloodlust ability of other barbazu.

Frenzy (Ex): When reduced below half its hit points, a barbazu loses its bloodlust and hemmorhage abilities, drops its glaive, and goes berserk. While in this state, its attack rolls, damage rolls, and will saves increase by 2, but its armor class decreases by 2. The rage lasts until the end of the encounter.

Disease (Su): If it hits with a bite attack, a quasit infects the victim with a supernatural disease. Whenever a recharge roll of 4, 5 or 6 is made, all who have been bitten must succeed at a fortitude save (DC 13) or take 1d4 damage, as boils erupt all over their skin, and be sickened for one round. The infection dissapears at the end of the encounter. The save DC is charisma based.

Firewall (Su): A quasit can cause a wall of fire to rise from the ground. The wall is one foot wide and up to twenty feet long; it cannot harm creatures within a square, but it can damage those who attempt to pass through it. All who pass through it take 3d6 damage, no save. The quasit chooses the shape of this wall upon the wall's creation, and cannot change it afterward without dispelling it and creating a new wall. A quasit can only have one wall of fire active at a time. Reducing the quasit to less than half of its hit points dispells the wall, and it cannot create another one until it heals itself above halfway. The save DC is charisma based.

Shapeshift (Su): A quasit can transform itself into a number of different forms. Popular choices include wildcat (become Medium, natural armor +2, 2 claws +5 1d4+3, bite +0 1d6+1), wolf (become Medium, natural armor +2, bite +5 1d6+4 and trip), and vulture (become Small, natural armor +2, fly 40). In all the above cases, it receives no dex penalty for growing larger, though its strength increases proportionately. Whenever it changes form, the quasit recovers 13 hit points. It can only shapeshift when it has fewer than half of its hit points.

One with Darkness (Su): A babau gains a +2 cover bonus to armor class when in a poor-visibility environment (such as darkness or heavy fog), and can become invisible as a swift action (becoming visible again requires a move action) in such environments. The demon cannot attack while invisible, and becomes visible if it enters a clear, well-lit area.

A babau can see in darkness and fog, natural or magical, perfectly.

Sneak Attack (Ex): If it catches its prey flat footed, flanked, or unawares, it deals an extra 2d6 damage.

Dark Teleport (Su): A babau can cast itself into the shadows of the world, rematerialising in a random position anywhere on the same plane of existence. The babau has no power over where this leads it. The only limits are that both the departure and destination points must be dark, and no one can be watching either point; if someone can see the babau, it can't teleport. If someone can see an area of space, the babau can't teleport into that area.

Areas infused with evil (such as the scene of a grisly murder or a torture chamber) are more likely to draw a teleporting babau to themselves. Any place with an aura of evil about it serves as a beacon that summons babaus in transit. Demon-worshippers who wish to summon these fiends may create hidden sanctuaries, full of evil relics, bloody and painful sacrifices, and absolute darkness, to increase the chances of one appearing.

Improved Grab (Ex): If it hits with both stab attacks, a hamatula can attempt to start a grapple as a free action without provoking attacks of opportunity. If it gets a hold, it can Impale.

Impale (Ex): Every round that a creature begins its turn grappling with a hamatula, said creature takes 20 damage, no save.

Spikes (Ex): If you hit the hamatula with a light or natural weapon, you take 2 damage, no save.

Morningstar (Ex): A hamatula can roll up into a ball and charge across the ground for up to thirty feet before uncurling at the beginning of its next turn. Curling up is a standard action, and rolling is a move action. Uncurling the next round is a swift action. Everyone along the hamatula's course must succeed at a reflex save (DC 23) or take 2d8+7 damage and become dazed for one round. The hamatula gains Mobility as a bonus feat while curled up. This ability recharges on a roll of 1 or 2. The save DC is strength based.

Delicious Cake (Su): A scourge can create a pair of connected, magical portals as a swift action. Each portal is five feet wide, and both must be within sixty feet of the scourge. The portals remain in place for one full round. A portal can only exist at the edge of a square, and is essentially 2D. Creatures can see and make ranged attacks through the portals as well.

Horrific Appearance (Ex): Duriel is so ****ing hideous that it hurts just to look at him. Anyone who lays eyes upon the beast must succeed at a fortitude save (DC 23) or be shaken for the rest of the battle. Even creatures normally immune to fear attacks are susceptible to this, as it works on disgust rather than fear. Once you've saved against this, you're immune for the rest of the encounter. Creatures with 8 or fewer hit dice are panicked instead of shaken.

Biting Chill (Su): Duriel projects an aura of terrible, freezing cold that you never seem to numb to out to a radius of thirty feet. Anyone entering or ending their turn in this area takes 5 damage, and have their speed reduced by ten feet until they leave. This is actually untyped damage; your body only thinks its cold.

Ruinous Pounce (Ex): When Duriel charges, he can make 2 claw attacks. Anyone hit by his claws is flying twenty feet back and knocked prone. If you hit a wall or something, take an extra 10 damage.

Poison (Ex): Claw. Fortitude DC 26. This venom causes excruciating pain; every round the victim takes 5 damage and must repeat the save to avoid being nauseated for one round. A resistance roll of 4, 5, or 6 ends the effect. The save DC is constitution based.

Smackdown (Ex): If he hits a Large or smaller creature with a bite attack, Duriel makes a grapple check against the victim. If he wins, he picks the victim up (dealing another 1d10+4 damage) and throws him to the ground, dropping him prone at Duriel's feet.

Vile Blood (Ex): Anyone who strikes Duriel in melee with a roll of 35 or less takes 10 damage from the carnivorous maggots that erupt from the wound and crawl down the weapon's handle. The save DC is constitution based. If you hit his AC by 5 or more (36+), the maggots are not able to grab onto your weapon.

Healing Surge (Ex): Duriel can choose to heal 5 hit points as a free action, but doing so causes him to lose his Vile Blood ability for one round (as the maggots are busy healing him).

Bloody Torment (Su): When bloodied, Duriel can force his enemies to feel the pain of his own wounds. Anyone who hits a bloodied Duriel is sickened for one round.

Breath Weapon (Ex): All creatures within a thirty foot cone must save against Andariel's poison. Those who save still take 13 damage up front.

Lightning (Su): Andariel can shoot a sixty foot line of lightning, dealing 4d8+6 damage to all in its path and stunning them for one round. A reflex save (DC 26) halves the damage and negates the stun effect. This ability recharges on a roll of 1, 2, or 3. The save DC is charisma based.

Bloodbath (Su): Whenever Andariel bloodies another creature (even with her poison), it emits a horrid stench of rotting blood until healed back to above half hp. All within ten feet of it are sickened until they leave. Andariel receives a +2 morale bonus to attack rolls within this area.

These mutants spend most of their time within a cylindrical, robotic shell. They want to exterminate the doctor.

Combat

Augmented Senses (Ex): An exterminator's many advanced sensory devices grant it incredible perception. Exterminators have blindsight (120), are not affected by any vision-restricting obstacles (such as darkness or liquid), and receive a +10 bonus to Perception, Search, Sense Motive, and Heal checks (included above), as they can see through flesh as well as dead matter.

Disruption (Ex): When a creature or object of Small or Medium size is destroyed by an exterminator's photon cannon, it explodes. All within five feet must succeed at a reflex save (DC 14) or take 2d8 damage. Exterminators sometimes deliberately target nearby objects in order to injure several enemies at once. The save DC is constitution based.

Improved Grab (Ex): If it hits with a claw attack, an exterminator can attempt to start a grapple as a free action without provoking attacks of opportunity. If it gets a hold, it can electrocute.

Electrocution (Ex): Whenever an exterminator begins its turn with a victim held in its claw, it can deal automatic claw damage plus 4d6 lightning.

Life Support (Ex): When reduced to zero hit points, an exterminator's carapace deactivates, opening its hatch to release the pilot during its turn the next round. For every 5 damage the carapace takes past zero, the pilot will be down by 1 hp.

If the carapace is completely destroyed (such as by a disintegrate spell), the pilot is killed along with it. Do not award XP for the pilot in this case.

Once their vehicles are damaged beyond repair, the exterminators leap out and engage in melee, thirsty for blood.

Combat

Poison (Ex): Rasp. Fortitude save (DC 16) negates. Initial damage 4 dexterity. Secondary damage paralysis for one minute. Dexterity is regained at the end of paralysis (or at the point of the secondary saving throw, if the victim succeeds). The save DC is constitution based.

Improved Grab (Ex): If it hits with a rasp attack, an exterminator can attempt to start a grapple as a free action without provoking attacks of opportunity. If it gets a hold, it can drain blood.

Blood Drain (Ex): Every round that begins with a hold maintained, an exterminator drains blood from its prey. The victim takes 1d4 points of constitution damage per round.

Scuffle (Ex): An exterminator does not receive size penalties to grapple checks.

Scamper (Ex): A slimnus can drop to all fours and run quickly across the ground, resembling a mundune lizard when it does so. While scampering, it receives a +4 bonus to Athletics and Acrobatics checks and its speed increases to 60.

Slimnus shamans are not revered as holy men in their society, but rather viewed as elite warriors who unleash the powers of sickness and misfortune on intruders.

Combat

Sicken (Su): Anyone hit by the shaman's staff must succeed at a fortitude save (DC 14) or become nauseated for one round. The save DC is wisdom based.

Heavy Feet (Su): One target within twenty feet must succeed at a fortitude save (DC 14) or be unable to move from their current position. They are considered flat footed and cannot move from their current square(s), but can otherwise act normally. The curse ends at the end of the encounter, but can be ended prematurely by either killing the shaman, or dispelling it (Spellcraft DC 17). This ability recharges on a roll of 1, 2, or 3. The save DC is wisdom based.

Fleshharrow (Su): Once per day, the shaman can cause rot grubs to appear, scattered over a ten foot long cone. After being summoned, these grubs are nonmagical, and do not dissapear after any set duration (nor can they be dispelled). A character entering or standing in a square with grubs must succeed at a reflex save (DC 14) every round or become infested. Infested creatures take 1d4 damage per round (starting at the moment of infestation), and are sickened. After 3d4 damage has been inflicted, the grubs (who have had their fill) drop out of his flesh and burrow into the soil to hibernate.

A square that has been sprinkled with grubs has the potential to infest one creature; after a creature has failed its save, the grubs are no longer on the ground in that square. Any area of effect attack that does damage kills the grubs, as does pouring burning oil or acid on them. If they cannot find food by the end of the encounter, they will burrow into the soil and hibernate.

Scamper (Ex): A slimnus can drop to all fours and run quickly across the ground, resembling a mundune lizard when it does so. While scampering, it receives a +4 bonus to Athletics and Acrobatics checks and its speed increases to 60.

Tinani are reclusive fey that resemble humanoid owls. They are the guardians of ancient and sacred locations.

Combat

Gaseous Form (Su): As a move action, a tinani can become a wisp of cold vapor. In this form, it becomes incorporeal, requires a DC 14 Spot check to see, and gains a fly speed of 10. It cannot attack or use any of its supernatural or spell like abilities in this state. Becoming physical again is a free action.

Mist (Su): Once per encounter, a tinani can cause a light mist to appear within a twenty foot radius of its current position. This has no effects on other creatures, but increases the Spot DC to notice the tinani in its gaseous form to 30. The mist lasts until the end of the encounter.

Screech (Su): A tinani can let out an earsplitting, terrible, high pitched scream. All enemies within thirty feet must succeed at a will save (DC 14) or become flat footed for one round. This ability recharges on a roll of 5 or 6. The save DC is wisdom based.

These aquatic creatures are allied with the tinani. They resemble a cross between a tree, a starfish, and a beholder. Surprisingly, unlike most many-eyed lake creatures, they are good aligned.

Combat

Rain of Blows (Ex): When making a full attack, a lake guardian can make two slam attacks against every enemy within reach. It can also grapple multiple targets at once, and receives only a -2 penalty to attack rolls per victim held.

Improved Grab (Ex): If it hits a single enemy of Large or smaller size with two slams in one round, a lake guardian can attempt to start a grapple as a free action without provoking attacks of opportunity. Every time it begins its turn with an enemy in its hold, it automatically deals 2d4+6 damage to all held opponents.

All Around Vision (Ex): A lake guardian is never flanked, and receives a +4 bonus to Perception and Search checks (included above).

A blob of semisolid lava that takes on the shape of fat, grotesque humanoid, about the size of an ogre.

Combat

Smaug Aura (Ex): A molten warrior is surrounded by caustic fumes out to a radius of ten feet. All within this area have their vision reduced to five feet, and receive a -4 penalty to Perception and Search checks. Furthermore, they must succeed at a fortitude save (DC 19) every round or else take a -4 penalty to strength for one round. Those who fail by 5 or more also take 5 points of poison damage. The save DC is constitution based.

Fire Aura (Ex): A molten warrior is surrounded by intense heat out to a radius of five feet. Anyone who enters or ends his turn in this area takes 5 points of fire damage. This stacks with Smaug Aura, as well as with the fire damage inflicted by the monster's physical attacks.

Push (Ex): A molten warrior can try to push a character back. If it succeeds at an attack roll, the target takes 2d6 fire damage and is knocked five feet backward, usually into a pit of lava. This ability recharges on a roll of 5 or 6.

Breath Weapon (Su): Once per encounter, and only while below half hit points, a molten warrior can spew a line of magma. The line is fifteen feet long. All within this area take 5d6 fire damage and are knocked prone. A reflex save (DC 21) halves the damage and negates the knockback effect. The save DC is constitution based.

Amorpheous (Ex): Immune to sneak attacks and critical hits, can ooze through spaces as small as twenty five square feet.

Lava Dependency (Su): Every round that it spends more than thirty feet away from a source of lava, the molten warrior takes 15 damage and is sickened until it returns to its comfort zone.

Resembling a tyranosaurous rex, but with humanlike hands and two, octopoid tentacles growing from its forearms, this evil volcano spirit is the master of the molten warriors.

Combat

Fire Blast (Su): If he hits with a bite attack, Gashra makes an opposed grapple check against the target. If he wins, searing flames erupt from his throat, dealing 20 points of fire damage to the bitten one. This ability recharges on a roll of 4, 5, or 6.

Improved Grab (Ex): If he hits a Medium or smaller creature with a tentacle attack, Gashra can attempt to start a grapple as a free action without provoking attacks of opportunity. If he gets a hold, he can move the victim up to ten feet as a free action during his next turn. Gashra usually drops his prey into lava, or pulls them closer so he can bite them. Or both.

Infernal Healing (Su): Gashra can cause all creatures with the fire subtype within thirty feet (including himself) to heal 2d8+10 hit points. He cannot distinguish between friend and foe with this ability, and thus avoids using it when fighting other fiery creatures. This ability recharges on a roll of 1.

Lava Dependency (Su): Every round that he spends more than thirty feet away from a source of lava, Gashra takes 15 damage and is sickened until he returns to his comfort zone. He cannot use Infernal Healing until he returns to safety.

Nullify Cold (Su): Gashra constantly supresses cold effects within thirty feet of himself. Any ability that inflicts cold damage has its damage reduced by 10, to a minimum of zero.

Repulsion (Ex): When deployed inside a foxhole or a trench, the guard can use his attacks of opportunity to keep the enemy from advancing. Whenever he hits with an AoO using his spear, the trench guard can prevent the enemy from moving closer that round.

Shifty (Ex): A kobold can take an extra five foot step each round.

Tail Scythe (Ex): Due to its being attached to the kobold's tail, this melee weapon never needs to be drawn.

Deploy (Ex): As a full round action, a point defender can plant his shield's kickstand in the ground, granting himself 9/10 cover from one direction. Knocking over the shield requires a strength check (DC 14). Carrying this heavy shield is what slows the defender's movement speed.

Suicide (Ex): A point defender carries a small urn of flammable oil that he uses to add fire damage to his crossbow bolts. As a standard action, he can ignite the urn, dealing 2d6 fire damage to himself and anyone else who happens to be within five feet. A reflex save (DC 14) halves the damage. The defender will only do this if cornered and badly injured. If the defender is reduced below zero hit points by a fire attack (like a burning hands spell), there is a fifty percent chance of this ability being triggered accidentally.

Shifty (Ex): A kobold can take an extra five foot step each round.

Tail Scythe (Ex): Due to its being attached to the kobold's tail, this melee weapon never needs to be drawn.

Grenades (Ex): A bombardier can carry up to four (eight if mounted) special slingshot bullets with built-in alchemical charges. These bullets deal normal sling damage, plus an additional effect depending on the type of grenade. Usually, the bombardier will pack at least one of each of the following:

Incendiary: this grenade deals 2d4 fire damage to everyone within a five foot radius. A reflex save (DC 14) halves the damage. If the grenade hits its target, than that creature does not get a saving throw.

Sticky: this grenade is similar to a tanglefoot bag. If it hits, the target is unable to move from its current square. Breaking free of the glue requires a strength check (DC 20) and a move action. Cutting oneself or another loose with a dagger or similar implement takes a full round action, but requires no check. The glue dries up and crumbles on its own after one hour.

Suppressive: this grenade emits a cloud of smoke that covers a 20 ft. radius and reduces visibility to within five feet. The smoke dissipates after one minute (or one full round, in windy conditions).

Shifty (Ex): A kobold can take an extra five foot step each round.

Tail Scythe (Ex): Due to its being attached to the kobold's tail, this melee weapon never needs to be drawn.

Bail Out (Ex): A bombardier automatically ignores the first 1d6 points of falling damage.

Improved Grab (Ex): If it hits a Small or smaller creature with its claws, the bat can attempt to start a grapple as a free action without provoking attacks of opportunity. If it gets a hold, it tries to fly away with its catch.

Concealment (Su): Twice per day, a knight can enchant an area of land equal to 100 square feet, making it harder to find things that are hidden there. All Spot and Search checks to find something or someone hidden in the concealed area suffer a -4 penalty. Creatures hiding within this area, however, have no penalty to notice ones outside of it. The enchantment lasts for twenty four hours.

Down in Front (Ex): Whenever a knight takes a five foot step, all friendly kobolds within thirty feet can do so as well as an immediate action. This ability is compatible with Shifty. Each kobold can only benefit from Down in Front once each round, so no endless loops. This ability recharges on a roll of 1 or 2.

Hail of Dragonfangs (Su): When the knight uses this ability, all kobolds within five feet who make ranged attacks during the next round (including the knight) add 2 acid damage, as a hissing venom coats their arrows and bolts. This ability recharges on a roll of 5 or 6.

Shifty (Ex): A kobold can take an extra five foot step each round. This is compatible with Down in Front.

Tail Scythe (Ex): Due to its being attached to the kobold's tail, this melee weapon never needs to be drawn.

Summon Kobolds (Su): Once per encounter, a vassal can summon up to three hit dice worth of willing kobolds loyal to himself. These kobolds are snatched away from whatever they are currently doing. Since the vassal can choose particular kobolds by name, this ability can be used to recall injured troops off of the front line. Unlike Dispatch Kobolds, this ability does not require any telepathic contact prior to transport. If it uses this ability, the vassal cannot use Dispatch Kobolds during that encounter.

Dispatch Kobolds (Su): Once per encounter, a vassal can teleport up to three hit dice worth of willing kobolds loyal to himself to the presence of one of his knights. The kobolds must be within five feet of the vassal in order to be teleported, and the vassal must have an open telepathic link (via Brain Spider) with the knight who is requesting backup. If it uses this ability, the vassal cannot use Summon Kobolds during that encounter.

Create Trap (Su): A vassal can cause a 5x5x10 foot pit to appear under an opponent, or cause a weighted 5x5 net to materialize over his head. This ability has a range of thirty feet. The target is entitled to a reflex save (DC 18) to avoid the trap. The pit deals 1d6 damage, and requires a Climb check (DC 18) to escape from. The net traps the target, preventing it from moving or attacking until it succeeds at an Acrobats check (DC 18). The traps dissapear at the end of the encounter; in the case of the pit, anyone trapped inside finds themselves at ground level. This ability recharges on a roll of 1, 2, or 3. The save DC is charisma based.

Breath Weapon (Su): A vassal can breath a line of fire twenty feet long, dealing 4d6 damage. A reflex save (DC 16) halves the damage. This ability recharges on a roll of 2, 3 or 4.

Brain Spider (Su): A vassal can telepathically link itself to any friendly kobold magic-users who it knows by name (usually its own knights) within ten miles. It can interphase with up to four other kobold spellcasters at a time. Establishing a brainspider link is neccesary before the vassal can Dispatch kobolds to any of these positions.

Follow Up (Ex): If it hits with a bite attack, an instar grabs the victim with its small claws and holds him in place to sting. The stinger has an attack bonus of +9 and deals 3 damage plus poison.

Poison (Ex): Sting (follow up). At the end of the round, anyone who has been stung must make a fortitude save (DC 13+5 per sting). Failure indicates that the victim is nauseated for one round. The save DC is constitution based.

Weave (Ex): Kython imagos are skilled at dodging enemy missiles; they receive a +4 dodge bonus to armor class against ranged weapons. Furthermore, every time a ranged weapon is fired at one, it can move five feet closer to the attacker as a free action.

Phase Shift (Su): An impaler can slip onto the ethereal plane as a swift action and return to the material as a move action.

Assassin's Mark (Ex): If it studies its prey from within thirty feet for two full rounds before striking, the impaler can make a single claw attack with a +2 bonus to hit that automatically deals maximum damage.

Disruption Field (Ex): A disrupter constantly emits a harmful electromagnetic field with a radius of sixty feet. Within this area, any nonkython who is even slightly injured loses one hit point per round. Furthermore, healing powers (such as cure spells and healing potions) receive a -5 penalty to their effectiveness.

Supress Magic (Su): A disrupter can supress magic of a specific type within a thirty foot cone. Anyone within the area who attempts to cast a spell of that school (the disrupter can choose one school, such as necromancy or evocation, whenever it uses this ability) must succeed at a will save (DC 20) or take 4d6 damage and lose the spell. This ability recharges on a roll of 1, 2, or 3. The save DC is charisma based.

Feint (Ex): As a swift action, a brood-guardian can make as if to attack a creature within reach, distracting it from other, realer threats. If the target fails a will save (DC 19), he or she takes a -4 penalty to armor class (except from the attacks of the brood-guardian) for one round. This ability recharges on a roll of 1, 2, or 3. The save DC is charisma based.

Infestation (Ex): Sting. Fortitude DC 21. Victim takes 5 damage every round and is sickened. If the victim dies while infested, a pair of broodlings emerge from its body during the brood-guardian's next turn. Cure disease negates this effect, as does a DC 19 Heal check. The save DC is constitution based.

Acid Blood (Ex): Anyone who hits a brood-guardian in melee without a reach weapon takes 5 points of acid damage, no save.

Slaying Field (Su): All nonkythons within thirty feet of the slaymaster lose 2 extra hit points whenever they take damage.

Ruinous Pounce (Ex): If it moves at least 15 feet in a straight line toward its target, the slaymaster can make a full attack against that target with a +2 circumstance bonus to attack and damage rolls. This ability recharges on a roll of 1 or 2.

Recoil (Ex): A slaymaster can, as a move action, leap 10 feet backwards away from its enemies without provoking attacks of opportunity. This ability recharges on a roll of 1 or 2.

Retaliate (Ex): If an enemy misses the slaymaster in melee, the kython may make a sting attack against that enemy as an immediate action. The slaymaster can only retaliate once per round.

Poison (Ex): Sting. Fortitude DC 22. Reduces speed by 10 feet, to a minimum of 5. Lost movement recovers after a minute of rest. Save DC is constitution based.

Radial Weaponry (Ex): A slaughterking's claws and neck are somewhat short compared to the rest of its body, making it impossible to reach around itself when making claw and bite attacks. It can only use one claw or bite within any ninety degree arc each round. Note that the tentacles are longer, and are thus free of this limitation.

Improved Grab (Ex): If it hits with a tentacle, a slaughterking can attempt to start a grapple as a free action without provoking attacks of opportunity. If the creature it grabs is Medium or smaller, it can even continue to fight normally against other opponents while holding its victim, taking only a -4 cumulative penalty to attack rolls and being unable to use the busy tentacle(s) for other attacks. Regardless of the creature's size, if the slaughterking gets a hold, it can drain blood.

Blood Drain (Ex): Every turn that it begins with a victim held in its tentacles, a slaughterking drains blood, dealing 2 constitution damage. For every 2 con points worth of blood it drinks, the slaughterking heals itself by 10 hit points, as do all other kythons within thirty feet.

Mighty Sting (Ex): A slaughterking's tail is so immense, that attacking with it requires a move action. The tail has a reach of 15 feet, an attack bonus of +15, and deals 4d8+13 damage. It also serves as a vector for the slaughterking's poison. This ability recharges on a roll of 1, 2, or 3.

Poison (Ex): Sting. Target takes 20 points of damage. A fortitude save (DC 22) halves the damage; unlike most such saves, this one is fortitude, and is thus uneffected by evasion or improved evasion. The save DC is constitution based.

Hypnosis (Su): As a move action, a vampire zombie can try to hypnotize one enemy within 20 ft. Every round that he fails his will save (DC 13), the victim is compelled to move toward the zombie and allow it to feed. The save DC is charisma based.

Improved Grab (Ex): If it hits with a bite attack, a vampire zombie can try to start a grapple as a free action without provoking attacks of opportunity. If it gets a hold, it can feed.

Blood Drain (Ex): Every round that it begins its turn with a held victim in its mouth, a vampire zombie drinks its prey’s blood, dealing 1 point of constitution damage and gaining 5 temporary hit points. It can never go above twice its full hit point count. A hypnotized victim does not resist the undead’s feeding attempts, and thus does not need to be grappled.

Sunlight Sensitivity (Su): All vampires take 5 damage per round of full exposure to sunlight (2 damage from partial exposure, such as sunlight filtered through the branches of a tree). Furthermore, vampires are fatigued during the daytime.

Strength Drain (Su): If it hits with a melee weapon, a vampire spawn drains one point of strength from the target and adds it to its own strength score, unless the victim succeeds at a fortitude save (DC 14). Stolen strength wears off at the end of the encounter, much like temporary hit points. The spawn can never have more than its base strength +5. The save DC is charisma based.

Blood Drain (Ex): If it hits with a bite attack, a vampire spawn drinks its prey’s blood, dealing 1 point of constitution damage and gaining 5 temporary hit points. It can never go above twice its full hit point count. This ability recharges on a roll of 1, 2, or 3.

Shadow Melt (Su): When reduced below half its (natural) hit point count, a vampire spawn becomes invisible (as the spell) for one round as an immediate action.

Sunlight Sensitivity (Su): All vampires take 5 damage per round of full exposure to sunlight (2 damage from partial exposure, such as sunlight filtered through the branches of a tree). Furthermore, vampires are fatigued during the daytime.

Blood Drain (Ex): If it hits with a bite attack, a feral vampire drinks its prey’s blood, dealing 1 point of constitution damage and gaining 5 temporary hit points. It can never go above twice its full hit point count.

Blood Frenzy (Ex): Against living enemies who are at less than half health, a feral vampire gains a +5 morale bonus to hit with bite attacks.

Terra Sancta (Ex): A feral vampire can burrow five feet into the ground as a swift action without provoking attacks of opportunity. This ability recharges on a roll of 6, and can be used as an immediate action upon being bloodied.

Once per encounter, a buried feral vampire can spend a full round healing itself. It recovers 10 hit points from this subterranean rest. Temporary hit points cannot be recovered in this fashion.

Eruption (Ex): When a feral vampire bursts from the ground, all enemies within five feet are considered flat footed for the purposes of the vampire’s attacks.

Sunlight Sensitivity (Su): All vampires take 5 damage per round of full exposure to sunlight (2 damage from partial exposure, such as sunlight filtered through the branches of a tree). Furthermore, vampires are fatigued during the daytime.

Stalk (Su): A vampire stalker can make itself invisible (as per greater invisibility) to one person within thirty feet. Everyone else can see it just fine.

Sneak Attack (Ex): If it catches a target flat footed or flanked, a vampire stalker does an extra 2d6 damage on a successful claw attack.

Blood Drain (Ex): If it hits with a bite attack, a vampire stalker drinks its prey’s blood, dealing 1 point of constitution damage and gaining 5 temporary hit points. It can never go above twice its full hit point count.

Hypnosis (Su): A vampire stalker can plant a suggestion (example: "you never saw me") in the mind of one creature within thirty feet who it makes eye contact with. A will save (DC 15) negates this attack. This ability recharges on a roll of 1, 2, or 3. The save DC is charisma based.

Children of the Night (Su): Once per encounter, a vampire stalker can summon a bat or rat swarm. The animals obey it for the rest of the encounter before dispersing.

Sunlight Sensitivity (Su): All vampires take 5 damage per round of full exposure to sunlight (2 damage from partial exposure, such as sunlight filtered through the branches of a tree). Furthermore, vampires are fatigued during the daytime.

Fireball (Su): At will, ranged touch attack (+9 to hit, range increment 30). Deals 2d8+4 hellfire damage to target, and half of that to any adjacent creatures that the vampire rolled high enough to hit. No damage (splash or otherwise) on a miss.

Inferno (Su): 1/per encounter, the vampire can cause unholy flames to rise from the ground. The hellraiser can only use this ability while above half hit points. This ability has a range of sixty feet, and covers up to 4 connected squares (arranged however the vampire wants). All creatures entering or ending their turn in this area takes 2d8 hellfire damage. The fires burn until the vampire is either bloodied, or moves further than sixty feet away.

Bloodburn (Su): If it hits with its staff, the vampire's target must succeed at a fortitude save (DC 18) or be paralyzed with pain for one round. The save DC is charisma based.

Blood Drain (Ex): If it hits with a bite attack, a vampire hellraiser drinks its prey’s blood, dealing 1 point of constitution damage and gaining 5 temporary hit points. It can never go above twice its full hit point count.

Sunlight Sensitivity (Su): All vampires take 5 damage per round of full exposure to sunlight (2 damage from partial exposure, such as sunlight filtered through the branches of a tree). Furthermore, vampires are fatigued during the daytime.

Spellmaster (Su): The hellmaster and all other vampires within five feet regain one per-encounter power as a free action. This ability recharges on a roll of 5 or 6.

To Hell and Back (Su): Once per encounter, a hellmaster can try to send one target within thirty feet, very literally, to hell and back. The target takes 1d8+5 damage and must succeed at a will save (DC 21) or disappear. When he reappears one round later, he will have taken an additional 4d8+5 hellfire damage, and is sickened until the end of the encounter. Furthermore, anyone adjacent to him when he reappears takes half that amount of damage unless they succeed at a reflex save (DC 21). The save DC's are charisma based.

Meteor (Su): Once per encounter, a hellmaster can cause a burning, evil-looking rift to appear ten feet above the ground, somewhere within sixty feet. This rift is five feet in diameter, and emits an uncomfortable heat and foul, brimstone smell. One round later, a meteorite of raging hellfire falls through the portal and slams into the ground below. Anyone standing directly underneath must succeed at reflex save to move to an adjacent square (DC 19), or take 4d8+10 damage and be stunned for one round. Everyone within ten feet of the impact takes 2d8+5 damage, no save. Fires continue to burn within a ten foot radius of the impact for the rest of the encounter; anyone entering or ending their turn in this area takes 2d8 hellfire damage. The save DC is charisma based.

Burning Repulsion (Su): Anyone hit by a hellmaster's staff must succeed at a will save (DC 21) or be teleported to another square of the vampire's choosing within ten feet and take 1d8+5 damage.

Blood Drain (Ex): If it hits with a bite attack, a vampire hellmaster drinks its prey’s blood, dealing 1 point of constitution damage, and granting 5 temporary hit points to itself and any adjacent vampires. It can never go above twice its full hit point count, nor can its beneficiaries.

Sunlight Sensitivity (Su): All vampires take 5 damage per round of full exposure to sunlight (2 damage from partial exposure, such as sunlight filtered through the branches of a tree). Furthermore, vampires are fatigued during the daytime.

Note: in order to make low-level pirates a challenge for higher level parties, increase their base attack bonus by +5, boost all their saving throws by +3, and increase their armor class by +3. They will thus become CR 8-10 minions rather than CR 1-3 normals; for the sake of ease assume that they deal minimum damage +1 with each hit (give an additional +2 to the marine when he uses Skirmish). Finally, a minionized stormtrooper cannot use Improved Grab on anyone higher than level 3.

Skirmish (Ex): Whenever a marine uses his Spring Attack feat, he also adds 1d6 damage to his scimitar attack.

Man the Rigging (Ex): If he succeeds at a Use Rope check (DC 15), a marine can swing from the ship's rigging for up to forty feet as a move action. Aside from allowing him to cover ground quickly and avoid obstacles on the deck, he can make Athletics checks to jump off of the rope (treat as a running jump) to leap from ship to ship (assuming they are close enough to each other). Finally, a marine is treated as having the Mobility feat while swinging, and can use his skirmishing ability while swinging past. This ability recharges on a roll of 1, 2, or 3.

Improved Grab (Ex): If he hits with his barbed chain, a stormtrooper can attempt to start a grapple as a free action without provoking attacks of opportunity. If he gets a hold, he can Pull. This ability recharges on a roll of 1, 2, or 3.

Pull (Ex): As a standard action, a stormtrooper can pull a creature hooked on his chain forward five feet if he succeeds at an opposed strength check, forcing it to provoke attacks of opportunity from nearby allies. If he fails the check, the chain is yanked out of the enemy's body, dealing 5 damage to the enemy and dazing the stormtrooper for one round.

Jump Ship (Ex): A stormtrooper can take off his chainmail and shield as a standard action, revealing a suit of leather armor underneath; his armor class drops to 12, but he doesn't have to worry about penalties to Athletics checks (like swimming) anymore.

Pillage (Ex): If he hits with a melee attack, a conquisador can force his target to succeed at a reflex save (DC 17) or drop whatever he's carrying on his back as the strings of packs and wallets are cut. The enemy loses every item in his inventory that isn't equipped at the moment or small enough to fit in his pockets or belt. This ability recharges on a roll of 1, 2, or 3. The save DC is strength based.

In the Name of Morintu (Ex): By shouting out an incantation to the Skyfather, a conquisador can grant himself and all other plainsrunners within thirty feet a +1 magical bonus to hit and damage, as well as causing all of their weapons to become Lawful and Evil for the purpose of overcoming damage reduction, for one round. Furthermore, all enemies within thirty feet must succeed at a will save (DC 17) or become shaken for one round. This ability recharges on a roll of 5 or 6. The save DC is charisma based.

Jump Ship (Ex): A conquisidor can take off his breastplate and shield as a standard action; his armor class drops to 15, but he doesn't have to worry about penalties to Athletics checks (like swimming) anymore.

Double Swing (Ex): Rather than the usual system of iterative attacks, a conquisidor's full attack consists of two attacks at full attack bonus, but with a -2 penalty to both.

Terror (Ex): Any who look upon Morintu are affected by his mighty presence. Those who look up to him are paralyzed with awe and wonder. Those who are his enemies are overcome with mortal fear, becoming panicked. Creatures with 20 or more hit dice are entitled to a will save (DC 36) to resist this effect. Creatures with 30 or more hit dice are only shaken on a failed save. Morintu can suppress or resume this power as a free action. The save DC is charisma based.

Storm of Fury (Su): Whenever Morintu does battle, the earth and sky within 120 feet around him rumble with hatred and rage. All earthbound opponents in this radius are slowed due to the trembling earth, no save. Furthermore, a gale of strong winds surrounds Morintu, reducing the maneuverability of any flying creature within 120 feet to Clumsy, no save.

Parry (Ex): Instead of using his chains to attack, Morintu can hold them up defensively. When he does this, he receives a +8 shield bonus to armor class, but cannot make chain attacks or use Blur of Chains.

Blur of Chains (Ex): As a standard action, Morintu can make a single chain attack against all opponents within thirty feet. Those who are hit take 1d6+14 damage. Additionally, Morintu can choose to use Improved Grab on any one enemy that takes damage from this attack. This ability recharges on a roll of 5 or 6.

Improved Grab (Ex): If he hits with a chain attack, Morintu can attempt to start a grapple as a free action without provoking attacks of opportunity. Each round the hold is maintained, Morintu deals automatic chain damage to the grappled opponent, and can use Flay.

Flay (Ex): Morintu can make a single punishment attack against anyone held in his chains as an immediate action.

Maddened Struggle (Su): While below half hit points, Morintu emanates an aura of hellfire for sixty feet. All within this area take 5 points of untyped damage per round, no save. While this aura is active, Morintu also gains the ability to use dimension door as a swift action, at a caster level of 32.

Divine Retreat (Su): Morintu can return to his home in Enfermia as a swift action.

Damnation (Ex): Once per encounter, Alusia can designate a single enemy to be the target of divine vengeance. For the rest of the battle, Alusia gains a +5 bonus to attack and damage rolls against that target.

Bash (Ex): As a free action, Alusia can charge her blade with unstoppable kinetic force. Anyone she hits during that round is sent flying 2d4x10 feet backwards, regardless of size, unless they succeed at a fortitude save (DC 48). This ability recharges on a roll of 1 or 2. The save DC is strength based.

Unmake (Su): Once per encounter, Alusia can make a single attack, imbued with the power of creation and destruction itself, against one target. If she hits, she automatically crits, and that enemy is banished from the spacetime continuum. Every round after being unmade, the target can attempt a will save (DC 47) to reappear in the same spot he vanished from. If he has not restored himself by the end of three rounds, he is permanently destroyed. The save DC is charisma based.

Fire Burst (Su): Alusia can make a single attack, imbued with the essence of fire. If she hits, she deals an additional 50 points of fire damage to the target, as well as all other enemies adjacent to him, unless they succeed at a reflex save (DC 47). The central target still takes half damage if he saves, but the others take none. This ability recharges on a roll of 3 or 4. The save DC is charisma based.

Rain of Fire (Su): Alusia can cause flaming meteors to fall from the sky, even indoors. She can summon up to three meteors each round. Each meteor covers a 10x10 foot area, can be summoned anywhere within 120 feet, and cannot overlap with another meteor’s blast radius. Each meteor deals 20d10 damage (half normal, half fire) to all within its area, and stuns them for one round. A reflex save (DC 47) halves the damage, and reduces the stun to a daze. This ability recharges on a roll of 1 or 2. The save DC is charisma based.

Godport (Su): Alusia can teleport to the location of any other god in Creation.

Divine Retreat (Su): Alusia can return to her home in Lux as a swift action.

Savior (Ex): Glykllivar's longspear can be used as a swift action. The spear has an attack bonus of +35, 30 foot reach, and deals 2d6+16 damage and 8 radiant damage. Furthermore, anyone hit with Savior is pushed ten feet in a direction of Glykllivar's choosing, unless they succeed at an opposed strength check. This attack recharges on a roll of 1, 2, or 3.

Purifier (Ex): Glykllivar's mallet can be used as a swift action. The hammer has an attack bonus of +35, 20 foot reach, and deals 1d10+16 damage. Additionally, Glykllivar can attempt to dispel any magical effects on the object or creature she strikes as a free action (caster level 28, charisma based). This attack recharges on a roll of 4, 5, or 6.

Terror of the Deep (Su): Glykllivar can force all enemies within one hundred feet to attempt a fortitude save (DC 39) or become covered in biting crabs and sea lice for one round. During this round, everyone effected takes 20 damage and is nauseated. This ability recharges on a roll of 1 or 2.

Protective Field (Su): Glykllivar can, as a move action, emit a field of supressive energy out to a radius of one hundred feet. All those within the area who she wishes to protect (including herself) gain damage reduction 5/-.

Divine Retreat (Su): Glykllivar can return to her home in Lahach as a swift action.

Slime (Ex): If he hits with a tentacle attack, Ooulzoth covers his enemy with a thick, living sludge. The victim must succeed at a reflex save (DC 40) every round, or else take 9 acid damage (stacks with his base acid damage for hitting in melee) and be pulled for ten feet in the direction of Ooulzoth's choosing. A succesful save ends the effect. The save DC is constitution based.

Hidden Darkness (Su): As a swift action, Ooulzoth can cause one being within sixty feet to dissapear for one full round, reappearing in the same spot a round later. If the victim succeeds at a will save (DC 42), he is instead only dazed. If he fails the save by 5 or more, he takes 4 wisdom damage upon reappearance. This ability recharges on a roll of 5 or 6. The save DC is wisdom based.

Festering Hunger (Su): As a swift action, Ooulzoth can make gigantic, scary tentacles appear out of nowhere and kill people. A tentacles erupts from a square within sixty feet, and has a reach of thirty. The tentacle attacks one target within its reach (+32 melee, 2d6+11 and 9 acid). If it hits, it uses Improved Grab with Ooulzoth's grapple bonus, and deals automatic damage each round the hold is maintained. Keeping the tentacle active requires a swift action every round. Ooulzoth can only have one such tentacle at a time.

Oozing Form (Ex): Ooulzoth can become liquid at will. In this state, he takes half damage from weapons, is immune to precision damage (critical hits, sneak attack, etc), and cannot be flanked. He cannot use his supernatural abilities in this state (but he keeps his extraordinary ones), and his reach shrinks to five feet. Finally, he gains a climb speed of 30, and can fit through tiny cracks.

Stage Two (Ex): As an immediate action upon being bloodied, Ooulzoth transforms into his original, monstrous form; that of a giant, tentacled worm. Ooulzoth changes in the following ways:

I'm actually a bit stumped on how to stat Ooulzoth. The thing is, he's way more powerful in Shardworld than he is in Creation. I think I'm going to stat him as being an upper intermediate level god (CR 30 or so), but include a caveat about how he receives +10 to everything when fought in the universe he conquered. Or something like that.

Glammer (Su): An aboleth has the power to manipulate the senses of those near it. Aside from granting itself a ridiculous bonus to Hide checks, this ability lets the aboleth plant strange ideas in the minds of anyone within sixty feet. Anyone within that area who the aboleth wishes to effect must succeed at a will save (DC 20) or be affected by an emotion spell. Usually, an aboleth will either provoke irrational anger and fear (to stir things up), or a spontaneous and all-consuming thirst (to lure its prey into the water). This ability recharges on a roll of 6. The save DC is charisma based.

Agua Mala (Su): An aboleth can cause an area of water to become thick, sludgy, and animate. When it uses this ability, two cubic squares of water (not neccesarily adjacent) start sucking things into them. Anyone in contact with this sludge who isn't on good terms with the aboleth must succeed at a reflex save (DC 20) or be pulled under the water and held in place. Activating this ability is a standard action, and maintaining it is a swift action (treat as a fifth level spell for purposes of Concentration checks). Unless they escape (Swim DC 25, tossing them a rope decreases it to 20) or the aboleth releases them, the victims will eventually drown. The save DC is wisdom based.

Improved Grab (Ex): If it hits with a tentacle attack, an aboleth can attempt to start a grapple as a free action without provoking attacks of opportunity. If it gets a hold, it deals automatic tentacle damage each round, either lethal or subdual. If it picks the subdual variant, the victim is turned into an aboleth slave once it reaches 0 hp. Slaves can breath water (but not air), and treat any and all commands given by an aboleth as a nonmagical suggestion (DC 20). Reversing this transformation requires a heal spell.

Mind Over Matter (Ex): An aboleth uses its wisdom bonus for all saving throws.

Mega Slam (Ex): Whenever it moves forward, a shaboath makes a single slam attack roll against everyone within its path. Those who it hits are subject to Improved Grab.

Morpha Tendril (Ex): A shaboath can extend a tentacle for up to forty feet to slam a single target. If it gets a hold (via Improved Grab), the victim is sucked back into the shaboath's body. Either way, the pseudopod recedes after attacking. This ability recharges on a roll of 4, 5 or 6.

Improved Grab (Ex): If it hits with a slam attack, a shaboath can attempt to start a grapple as a free action without provoking attacks of opportunity. If it gets a hold, it sucks the victim into its body, where it may begin to drown (the shaboath can prevent the victim from drowning if it has been instructed to do so).

Crush (Ex): Whenever it starts its turn with held victims, a shaboath can choose to deal 2d8+13 damage to everyone currently trapped within its mass. It can choose to deal lethal or subdual damage. In the later case, the victim is placed in suspended animation upon reaching 0 hp.

Amorpheous (Ex): Immune to critical hits, flanking, sneak attacks, etc. Can fit through cracks as tiny as six inches in diameter.

Expert Marksman (Ex): By spending a full round studying an enemy within thirty feet (can take no other actions), a skeleton marksman can get a good shot. The next round, it automatically deals maximum damage plus its dex bonus (13 total) if it hits that target.

Broken (Ex): When bloodied, a skeleton bowman gains the Rapid Shot and Shot on the Run feats, and increases its base speed to 40.

Elemental Effect (Su): A skeleton warmage can pick which energy type (fire, sonic, or acid) its attacks use. If it hits with a fire attack, it deals an extra 5 damage. If it hits with a sonic attack, the target is dazed for one round. If it hits with an acid attack, the target takes 2 ongoing damage (lasts until end of the encounter, or until the skeleton moves more than thirty feet away). Switching energy types is a move action.

Healing Teleport (Su): A skeleton warmage can teleport for twenty feet as a move action, healing 5 hit points in the process. This ability recharges on a roll of 1 or 2.

Broken (Su): As an immediate action upon being bloodied, and once again upon destruction, a skeleton warmage releases a blast of elemental power with a radius of ten feet. The mage makes a single ranged touch attack roll against everyone within that radius. Those who are hit are effected by energy bolt.

Haste (Ex): A satanic cow can take an extra standard action each round, and receives a +10 haste bonus to initiative and armor class.

Neverending Stampede (Su): Upon being bloodied, and once again upon death, a satanic cow summons another of its kind as an immediate action. The cows that are summoned cannot use their own neverending stampede abilities until the end of the encounter.

Summon Cows (Su): The cow king can summon 8 satanic cows, which appear anywhere he wants within sixty feet of him. This ability recharges on a roll of 6.

Beef Stew (Su): All satanic cows within a sixty foot cone explode violently. Anyone else within the area takes 20 damage per cow that was adjacent to them. A reflex save (DC 34) halves the damage. The save DC is charisma based.

Poison (Ex): Bite or shuriken. Fortitude DC 15. Become confused until a recovery roll of 1, 2, or 3 is made. The save DC is constitution based.

Persuasion (Ex): Neogi are adept at lying and coercion, and can speak with literally hypnotic persuasiveness. As a free action, a neogi can speak to someone within thirty feet, causing doubt and confusion. The target of this attack must succeed at a will save (DC 15) or be dazed for one round as uncertainty plagues him. If the victim is already suffering the effects of neogi poison, the DC increases to 17, and all of the neogi's instructions are treated as suggestions (most frequent command; "get into the hold and let my buddies shackle you!"). The save DC is charisma based.

Slimeball (Ex): A neogi defiler can spew forth a ball of corrosive mucus as a ranged touch attack (+7) with a range increment of 20 feet. The slimeball deals 1d8+5 acid damage, and 2 ongoing damage (recovery roll of 4, 5, or 6 ends). This ability recharges on a roll of 1, 2, or 3.

Poison (Ex): Bite. Fortitude DC 16. Receive a noncumulative -2 penalty to all saves for the rest of the encounter. The save DC is constitution based.

Exodus (Su): As a swift action, a neogi captain can order someone within sixty feet to spend their next move action moving toward a certain square. A will save (DC 17) negates this compulsion. This ability recharges on a roll of 1, 2, or 3. The save DC is charisma based.

Abduct (Su): As a standard action, a neogi captain can teleport a group of creatures or objects. This ability targets all creatures within a ten foot diameter burst, with a range of 60 feet. Everyone and everything within this space is teleported to another area of the same dimensions within 60 feet. Unwilling creatures are entitled to a will save (DC 17) to resist. The captain uses this power to move captives, plunder, and troops between his ship and the ground. This ability recharges on a roll of 3, 4, or 5. The save DC is charisma based.

Disgorge (Ex): Whenever it takes 20 damage, a great old master disgorges a neogi larva as an immediate action. Larvae have the same stats as neogi slavers, except they lack armor and shurikens (AC 13, no ranged attack) and cannot use Persuasion.

Improved Grab (Ex): Bite. If it gets a hold, it can swallow whole.

Swallow Whole (Ex): If it starts its turn with a Medium or smaller creature held in its mouth, the neogi swallows it as a standard action. Inside the monster's gullet, the victims take 5 damage per round from the scratching and biting of the larvae within, and are exposed to neogi poison (DC 15 or be confused for one round). Cutting one's way out requires dealing 20 damage to the neogi's gullet (AC 13) with a light slashing weapon. A neogi larva emerges at the same time the victim does. The hole heals up afterward.

Double Claw (Ex): An umber hulk can make two claw attacks as a full action. If both claws hit the same target, it tears flesh, dealing an extra 8 damage. This ability recharges on a roll of 1 or 2.

Bite (Ex): An umber hulk can bite instead of clawing. The bite has an attack bonus of +6, deals 1d8+6 damage, and marks the victim for one round if it hits. This ability recharges on a roll of 3 or 4.

Defend (Ex): An umber hulk can block attacks made against its neogi rider with its own body. As a free action, the umber hulk can grant a +4 cover bonus to its rider's AC. Any attacks made against the neogi that miss as a result of this (ie, the roll is within 4 of the neogi's new AC) hit the umber hulk instead.

Conditioning (Ex): An umber hulk always treats a neogi's commands as suggestions, even if it isn't poisoned.